[Mod] New Locations

Show off your mod creations or just a work in progress.
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Uncanny_Valley
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[Mod] New Locations

Post by Uncanny_Valley » Fri May 18, 2018 10:59 am

For the last couple of weeks I been working on a framework to add new locations to Daggerfall. It is still early in development but it's finally done enough for me to share some of the progress with something you all can play.

Below you will find the download link to "test location". Just place the dfmod file in your mod directory and place the location .txt files in StreamingAssets/Locations/LocationPrefab/ and explore and enjoy. :) You will find a new dock area north of Sentinel, a camp northeast of Daggerfall, and one additional secret camp somewhere in the world. :D

The new location uses Daggerfall vanilla assets. You can use mesh and billboard replacement mods, and the mod is fully compatibly with my mod Mountain and Hills (and any other terrain modification mods)

Test Location Download Link:
TestLocations.zip
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TestLocation.jpg
TestLocation.jpg (431.54 KiB) Viewed 293 times
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TestLocations.zip
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TestLocations.zip
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Interkarma
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Re: [Mod] New Locations

Post by Interkarma » Fri May 18, 2018 11:06 am

Oh damn! This is very smart!

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Nystul
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Re: [Mod] New Locations

Post by Nystul » Fri May 18, 2018 12:06 pm

holy crap - how do you pull this off all the time? you are ingenious ;)

Mike
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Re: [Mod] New Locations

Post by Mike » Fri May 18, 2018 12:07 pm

Woah... this has incredible potential to seed the currently lifeless and massive "wilderness" with more interesting content to encourage exploration off the beaten path. Very nice!

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Hazelnut
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Re: [Mod] New Locations

Post by Hazelnut » Fri May 18, 2018 1:01 pm

Hi UV, I'm curious as to how are you integrating these location prefabs into the streamed world based on DF data files?

I had quite a lot of thoughts about how this could be done when I was creating the WorldData override system - which is only implemented for buildings up to now. Do you have a public repo with the code for the mod somewhere I could look at?

It would be nice if the methods could be unified.

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Uncanny_Valley
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Re: [Mod] New Locations

Post by Uncanny_Valley » Fri May 18, 2018 2:23 pm

Hazelnut wrote:
Fri May 18, 2018 1:01 pm
Hi UV, I'm curious as to how are you integrating these location prefabs into the streamed world based on DF data files?

I had quite a lot of thoughts about how this could be done when I was creating the WorldData override system - which is only implemented for buildings up to now. Do you have a public repo with the code for the mod somewhere I could look at?

It would be nice if the methods could be unified.
The simple answer is that, it's not integrated. The location prefabs are added completely "post". My first goal was to make something that just worked, that did what I wanted it to do. My next step is to make it a more clean and elegant solution and slowly expand on it.

I don't have a public repo with the code, but that is a good idea.

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Hazelnut
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Re: [Mod] New Locations

Post by Hazelnut » Fri May 18, 2018 2:59 pm

How on earth do they appear in the world at specific coords if it's not integrated with DFU streaming world code? Are you layering it on top of DFU as a Unity object - thingy.. sorry my Unity knowledge is rather sparse.. :D

If this is the case then DFU code has no knowledge or way to interact with the custom locations then, correct? Or am I missing something.

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Arl
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Re: [Mod] New Locations

Post by Arl » Fri May 18, 2018 5:18 pm

Wow!

Excelent stuff Uncanny_Valley, you're on fire!
My Deviantart page, I have some Daggerfall stuff in there.

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Hazelnut
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Re: [Mod] New Locations

Post by Hazelnut » Fri May 18, 2018 6:44 pm

Arl wrote:
Fri May 18, 2018 5:18 pm
Wow!
Agreed, I should have put that in my posts above.. I was just caught up in the how will that work thoughts. :oops:

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Jay_H
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Re: [Mod] New Locations

Post by Jay_H » Fri May 18, 2018 6:56 pm

Are the objects adjusted to the heightmap? If someone made Hills and Mountains 2.0 or something similar, will the objects track to ground level?

This is very exciting. Perhaps this could be the start of miniature outdoor dungeons. I'm curious as to whether these places can sustain enemy spawn points.
**INDEFINITE HIATUS** Current priority list: 1. Writing new DFU quests; 2. Writing Archaeologist content; 3. Revamping classic DF quests. Only in free time, no guarantees made.

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